HLSL: Start location numbering with the entry-point return value.
Also, increment location numbers by the size of the objects.
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@@ -350,7 +350,7 @@ gl_FragCoord origin is upper left
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0:139 'b' (temp bool)
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0:141 Sequence
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0:141 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (out 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:141 'input' (layout(location=0 ) in 4-component vector of float)
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0:141 Branch: Return
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0:? Linker Objects
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@@ -710,7 +710,7 @@ gl_FragCoord origin is upper left
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0:139 'b' (temp bool)
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0:141 Sequence
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0:141 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (out 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:141 'input' (layout(location=0 ) in 4-component vector of float)
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0:141 Branch: Return
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0:? Linker Objects
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@@ -909,6 +909,7 @@ gl_FragCoord origin is upper left
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Name 500 "param"
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Name 504 "@entryPointOutput"
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Name 506 "input"
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Decorate 504(@entryPointOutput) Location 0
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Decorate 506(input) Location 0
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2: TypeVoid
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3: TypeFunction 2
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